Studying at the University of Verona
Here you can find information on the organisational aspects of the Programme, lecture timetables, learning activities and useful contact details for your time at the University, from enrolment to graduation.
Study Plan
This information is intended exclusively for students already enrolled in this course.If you are a new student interested in enrolling, you can find information about the course of study on the course page:
Laurea in Informatica - Enrollment from 2025/2026The Study Plan includes all modules, teaching and learning activities that each student will need to undertake during their time at the University.
Please select your Study Plan based on your enrollment year.
1° Year
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2° Year activated in the A.Y. 2016/2017
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One course to be chosen among the following
3° Year activated in the A.Y. 2017/2018
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One course to be chosen among the following
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Legend | Type of training activity (TTA)
TAF (Type of Educational Activity) All courses and activities are classified into different types of educational activities, indicated by a letter.
Computer Graphics (2016/2017)
Teaching code
4S00043
Teacher
Coordinator
Credits
6
Also offered in courses:
- Scientific visualization of the course Bachelor's degree in Bioinformatics
Language
Italian
Scientific Disciplinary Sector (SSD)
INF/01 - INFORMATICS
Period
II sem. dal Mar 1, 2017 al Jun 9, 2017.
Learning outcomes
This course aims at providing the student with the tools needed
to master the algorithms and computational methods upon which
many interactive computer graphics applications are based. The
focus is on understanding the theory (geometry, radiometry) and
the computational issues (algorithms, programming) that lie behind computer generated images.
At the end of the course, the students will be able to:
-Understand the functionality of the graphic pipeline of comouters
-Undeestand the basics of 3D modelling and rendering algorithms
-Design and implement simple graphics and visualization applications
Program
1. Introduction to Computer Graphics (2h)
- CG paradigms
- Outline of a CG application
- Course outlook
2. Mathematical background (5h)
- Vector and affine spaces
- Matrices and transforms
- Analytical geometry
- Polygons
- Geometric data structures
3. Geometric Modeling (4h)
- Polygonal meshes
- Parametric surfaces (hints)
- Constructive Solid Geometry (hints)
- Spatial subdivision (hints)
4. Illumination and rendering (3h)
- Introduction: ray casting
- Phisical model: radiometry, BRDF, rendering equation
5. Illumination models (4h)
- Phong model
- Cook-Torrance model (hints)
- Light sources
- Ray tracing: Whitted's model, intersections, culling techniques
- Radiosity
6. Rasterization (6h)
- Geometric transformations
- Clipping
- Hidden surfaces removal: list-priority, depth-buffer
- Scan conversion
- Shading: Flat, Phong e Gouraud
- The OpenGL rendering pipeline
- Multi-pass techniques
7. Mapping techniques (3h)
- Texture mapping
- Bump mapping
8. Photorealism (3h)
- Reflection maps
- Light maps
- Geometric shadows
- Transparency
9. Scientific visualization
- Algorithms: isosurfaces, slicing, colormap. Perceptive issues
10. Laboratory (24 h):
- 3D modelling basics
- Introduction to OpenGL programming: a simple C++ tutorial
Examination Methods
Written test (20/30) and evaluation of programming skills (10/30)
To pass the exam students must demonstrate that:
- they have understood the basic algorithms of the rasterization pipeline and its architecture
- they are able to describe these concepts in a clear and exhaustive way
- they are able to apply the acquired knowledge to solve application scenarios described by means of exercises, questions and projects.
Written test:
The written test is composed by a few open questions and/or exercises testing the understanding of the different topics of the course.
To pass the exam, the students must show
- they have understood the principles related to 3D modelling and renderings
Lab
The exam consists in the evaluation and oral discussion of coding exercises uploaded in itinere on the e-learning platform, implementing specific modifications of base codes developed during the lab sessions.
For students who cannot attend the lab sessions there is the opportunity to define a different project to be implemented and discussed in an oral presentation.